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AerialAssault

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Everything posted by AerialAssault

  1. All that's going to happen is that next year someone will complain that the night-time goes on too long. The "two weeks on, two weeks off" compromise works for everyone. I don't really know what else there is to say, except maybe uh .. deal with it?
  2. Then we would be back to square one. The Devs innocently, naively, perhaps foolishly thought that giving both sides an equal amount of time to enjoy their favourite time of the day during the event would keep everyone happy. Maybe now people will understand why updates take as long as they do when something as innocuous as the time of day can be divisive.
  3. I think you might be forgetting about something that might be keeping people indoors.
  4. Person 1: "Ugh devs can we get rid of the perma-night for Halloween?" Dev: "You betcha, here you go." Person 2: "WTF??? Why did you do that????" #JustDeveloperThings
  5. Even if Bio Armour had been subject to rigorous testing, it would still outshine it's pre-F2P peers. Most of the purchased power sets do. After all, nobody wants to buy a power set that is worse than something that was there at launch.
  6. Enterbasefrompasscode will still be one of the fastest methods of travel, and I understand why it's function was changed. I also found it very convenient but this just be the way things are.
  7. I never said it was impossible, only that without a Defender/Mastermind it very much is impossible.
  8. It's not possible to solo Reichsman in Barracuda, unless you're a Defender or Mastermind. Reichsman goes into phase at 50%, every time, without fail, then rapidly regenerates up to full health. There is no cooldown on this either, so without a Defender or Mastermind, it is not possible to defeat Reichsman. Unless that TW/Bio Scrapper was able to do over 12,000 damage when Reichsman was at 51% health in one hit, they were probably talking about the Dr. Kahn version of Reichsman. If your temporary power runs out, you can step back into the Empowerment Machine to get a recharge, it just won't appear on your powers bar straight away.
  9. I think the answer is that the strike force is not meant to be duo'd, at least, that was not the Live Dev's intention. Back then, Strike Forces required a minimum of four players, so they designed it on the basis that there would be at least four players cycling their powers to deal with the waves.
  10. For a moment I thought that "un-stealth" would mean your character would be more noticeable, like having a bright red outline around them. On a personal level, while I think it is annoying for hostages etc. to constantly get lost because of something like Steamy Mist, it is an easy fix (de-toggle the power). If someone is being a dick by not de-toggling it then you know that's not someone to team with in the future. I've said it before, but if all hostages/allies behaved like some of the newer NPCs did and never lost Line of Sight, that could be a potential fix. But, until then, if people want a way to suppress the stealth element of their power (semi) permanently, then all the more power to them.
  11. Talking semantics here, Radiation shouldn't really do Toxic damage at all. Most Toxic damage in the game is from a biological or chemical attack, whether that be a poisoned dart, puke, or a concoction of deadly chemicals that D.U.S.T spray from their guns. But I'm talking pure semantics about a game running on comic book logic. If the issue with Radiation Blast is that it doesn't do a lot of damage, I'd suggest as an easy fix to just .. increase it's damage values. Dunno for how much, or for what powers, but that seems like the obvious solution to me.
  12. Afraid of a little bit of dust? Sorry, maybe this game is a bit too hardcore for you, might I suggest something a bit more casual like Fortnite?
  13. Contrary to popular belief, it is not as simple as pressing 'Undo'. Other servers have managed to do this because it was their primary goal. The Devs here have made it pretty clear that they want to take the game forward, not backward, in the future. In the meantime, if playing on Rebirth isn't your style you can still level the old way. Just don't use the P2W Vendor or AE and you're golden.
  14. So are we making this game easier or harder or what. Please Suggestions, make up your mind.
  15. Not going to lie, today while feeling sorry for myself for being ill, i'd wondered about Force Field as a Defence set, and you were about 75% the same as my idea. Mine was a bit more convoluted, involving a 'Expand/Retract' inherent power which would lower the overall potency of the powers but make them AoE's instead when set to max range, making the set a Support/Defence hybrid... but I'm always a sucker for "less is more" so I think yours is better in that regard.
  16. A small splash heal would boost the utility of the power, and also means you can (sort of) heal yourself with it. As it is, although it has a strong healing component (based on how much it heals and the stupid fast recharge) it's compounded by the slow projectile travel time.
  17. Better suggestion: make it so that Shockwave throws a giant Frisbee
  18. I'll take some off your hands if its weighing you down, @Aerial Assault on Everlasting.
  19. I think the issue is the Tank leaving stragglers behind, and not a games design flaw. We'll just have to file this under "difference of opinion" because on a personal level, I don't mind picking off stragglers, unless the Tank is leaving behind big blobs of Bosses. I was never around for the map herding days but to me that sounds really dull, boring & not engaging at all.
  20. One of the brilliant things about City of Heroes is that characters in a team should (in theory) be able to deal with a small amount of aggro spill. This isn't other MMO's where one enemy running amok can wreak havoc.
  21. Unpopular opinion: The aggro cap is a good thing.
  22. Advanced Tactics - Support Set - Defender Primary, Controller/Corruptor/Mastermind Secondary Your superhuman grasp on tactics allows you to manipulate foes into leaving openings and driving your allies to exploit those advantages. Your knowledge goes beyond a mere academic study; you can visualise fights and execute plans faster than any ordinary tactician. You support your team by enhancing their offensive potential and giving them forewarning of enemy attacks. Advanced Tactics' mechanic is Co-ordination. Co-ordination is applied in two ways: by attacking enemies affected by Advanced Tactics' debuffs, or by receiving it's buffs. Co-ordination is a buff that can only be granted once, further applications only refresh it's duration. It has a short, ~5-15 second duration, but it is a short range, low strength PBAoE Defense (Melee, Ranged & AoE) buff. The PBAoE element can overlap, like Phalanx Fighting from Shield Defence. - Tier 1 Power: Exploit. You exploit an opening in an enemies defence. You greatly reduce a single target's Defence and also their Resistance. In addition, the target takes additional Lethal damage whenever they are hit by a power. Single-Target Debuff, Fast recharge, sets accepted: Defence Debuff & Accurate Defence Debuff. Animation: Surveillance from Munitions Mastery - Tier 2 Power: Morale Boost. Your words of encouragement embolden your allies. You instil a short but powerful Regeneration, Recovery & Recharge buff into nearby allies. PBAoE buff, Moderate recharge, sets accepted: Healing, Endurance Modification. Animation: the old Moment of Glory fist pump, Heal Other aura on affected characters - Tier 3 Power: Sudden Charge. You declare a sudden charge or counterattack. You and your allies gain bonus Accuracy & Damage for a short time, and a Movement Speed increase for a longer time. PBAoE buff, Slow recharge, sets accepted: ToHit Buff, Universal Travel. Animation: the Charge emote, Clarity aura on affected characters - Tier 4 Power: Demoralise. You demoralise a single target, causing them to shake helplessly in Fear. In addition, their Accuracy & Recharge are significantly reduced. Single-Target Fear & Debuff, Fast recharge, sets accepted: Fear, ToHit Debuff & Accurate ToHit Debuff. Animation: Intimidate from Presence, same VFX as any of the Dark Fear powers. - Tier 5 Power: Superior Maneuvers. When the time is right, your spring your contingencies. When activated, you grant yourself and allies a powerful Defence (All) buff. Afterwards, you continue to flow and adapt to the battle, providing a moderate Defence (All) buff to any allies nearby. Toggle PBAoE buff, initial high buff, tapering off and de-toggling after 1 minute, Long cooldown, sets accepted: Defence. Animation: Maneuvers from Leadership but with a more flashy SFX. - Tier 6 Power: Ambush. The element of surprise can tip the scales of any battle. You place yourself and your allies into Stealth, becoming undetectable unless at close range and able to avoid AoE's with a large Defence (AoE) competent. The first attack launched from Ambush triggers a double-hit and a low magnitude Fear effect. Afterwards, affected allies have their Accuracy & Damage increased by a small amount for 1 minute. PBAoE buff, Very Long recharge, sets accepted: Defense, Fear & ToHit Buff. Animation: Accelerate Metabolism, it's a stealth effect. - Tier 7 Power: Mind Games. You can turn an enemies doubts against them, sowing discord amongst their ranks. A contagious Confusion power with a short area of effect. Targeted AoE Confusion power, Long recharge, sets accepted: Confuse. Animation: Clarity from Sonic Resonance - Tier 8 Power: Last Stand. You can still snatch victory away from the jaws of defeat. You bring back allies nearby from the brink of defeat, restoring them to full health & half endurance. They are also Untouchable for 15 seconds. Targeted AoE Revive, Very Long recharge, sets accepted: Healing, Endurance Modification. Animations: Roman's yell CC resist buff - Tier 9 Power: Martyrdom. Your defeat is all according to plan. When defeated, you may activate this power to give all of your allies a powerful Defence (All) & Accuracy buff. AoE Buff, Very Long recharge, sets accepted: Defence, ToHit Buff. Animation: VFX on allies is Vengeance. I came up with this in like, less than an hour, feel free to tear it apart 🙂
  23. I'm not saying that Dominator's don't (I'm not sure where you got that from), but an Illusion Control Dominator would have only half of their primary powers qualifying to build Domination. That puts them at an immediate deficit versus other control sets.
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